Which Anti-Aliasing option is the best and why?
FSR4
>>741784437FXAA
>>7417844372x internal resolution
>>741784437Off.Crispy edges are a feature.
DLAA followed by DLSS 4.5, lick my asshole if you disagree because it's not my fault you bought SHITTY AMD HARDWARE LMAO
In some games/engines (looking at you, Unreal Engine 5) there are issues with subpixel artifacts, shimmering and what not, but the problem with jaggies is fixed simply by having a high enough DPI display (or angular resolution/pixels per degree, really, so viewing distance factors in).
>>741784437I still dont understand why there are so many options and I also dont understand the difference.
>>741784437fxaa on a 2k monitor
NoneI don't need poop smears all over my screen
>>741784437Off
MSAA is the best. TAA is the worst.
DLAA and DLSS 4+.
>>741784437MSAA will genuinely never be beaten
>>741785934>TAA is the worstDepends on the implementation and sharpness level applied after. TAA works best in limited amounts to do its actual job, but is shit when used to blur the whole image and hide bad lighting.
>>741784437MSAA.no blur, no artifacts. others aren't even close.
>>741784437>every modern game uses TAA by default>sometimes doesn’t even let you turn it off in the config file so you’re stuck with vaseline visualsDeferred rendering was a mistake
>>741784437Most games should plan for MSAA. Titles like Half Life Alyx look stunning and are proof that it's completely compatible with modern rendering techniques, PBR. Failure to use it generally means that priorities are misplaced and the rendering budget is being mismanaged.I'll make an exception for slow cinematic story games, like Last of Us. In those games the added detail and more advanced lighting etc is worth the tradeoff, and TAA softness isn't an issue (actually helps it feel more filmic usually).
>>741786567>could’ve had improved and more efficient MSAA tech if the industry wasn’t so focused on jewing for AIWorst fucking timeline
>>741784437No AA or SSAA, but SSAA is only applicable to games that are 5+ years old.>>741786185>Depends on the implementation and sharpness level applied afterRegardless of the implementation or sharpness applied, the image is still going to be way blurrier than before and TAA will just delete details from existence due to how aggressive it is. Here's an example in RE9 of No AA vs TAA + CAS 0.5 - https://pxcmp.com/re9aa/ - Note how even with CAS, the image looks substantially blurrier than No AA Note the details that get wiped out of existence with TAA such as small paint blotches on the door, the sharpness on the wood doorframe, the text and details on the card reader and the details on the pistol. No amount of sharpening is getting that back.